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Idea for a mod


lildozer74

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I am a huge collector of weapons and armors. Thats why I love the display room mods. but there is only one flaw in collecting and diplaying your treasures (besides the sometimes greuling drag function, ever accidentaly knock a whole pile of perfectly alligned katana's all over the place after you just spent 20 minutes setting them up!!!???). Anyway how about a mode that displays what the enchantment is of the item when you put the crosshairs over it WITHOUT having to pick it up and read it? Thats what I loved about morrowind. Can someone create a mod for oblivion like that? That would be awesome!
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I dont think that's possible due to how many hard coded things are setup. This can't even be done through scripting as something where, when you cast a spell on an object it's stats get displayed. This is because there are no scripting functions to return any of the information about an item. The closest you could get is by manually recording every statistic or enchantment on every weapon in a script, then having that script, based on the targeted item, spit that information back at you in game. This wouldn't work for anything which is non-standard, no modded weapons, no custom enchanted weapons, and would require a hell of alot of time to put together. To make it apply to armor as well, you'd need an even longer script, which would have the same problems. Without those scripting functions (complain to the game makers) anything like this simply wouldn't be of much use.

 

I would imagine that they made this change to make it so that upon looking at a piece of equipment with several enchantments, the player doesn't suddenly have a quarter of their view blocked. It also adds a bit more realism as your standard person wouldn't be able to descern that much detail about any object without picking it up and looking at it closly.

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We could make a spell that, when cast, displayed the type of the weapon.

 

Bob casts spell on sword. "It's a sword! And it's worth ... 200 goldpieces!"

Well that ain't useful - but it's pretty cool!

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We could make a spell that, when cast, displayed the type of the weapon.

 

Bob casts spell on sword. "It's a sword! And it's worth ... 200 goldpieces!"

Well that ain't useful - but it's pretty cool!

 

Yes, but to do that you would have to code that spell to recognize each weapon individually. Or didn't you bother reading what I posted? There aren't any functions to return weapon type, value, or anything, so within the script, the ID of the weapon would have to work as a conditional leading to a manually created message. The script would still then only work on default equipment, and only report what the base item has, meaning enchanted stuff would look like non-enchanted stuff. If you don't believe me, I would love to be proven wrong.

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Actually, I _did_ read your post. I have much respect for you, and if you say something can't be done, I know that I would need a very creative work-around to do it anyway. I am looking for it :)

 

Here's something we (I'm almost sure) CAN do:

Create a spell that makes the Katanas stay. It may reduce framerate a little, but people doesn't use to fight or cast strange spells in their own houses.

We could make different versions with 5, 10, 50, 100 slots. Another spell could manage the slots. When the Katana was moved, we could move it back to where it was when the spell was cast. Activation cancels the effect. This script could be made run every second. Interested?

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I get what you're saying, make a spell effect that when cast on a weapon, records that position, and the weapon ID, then resets that weapon to that position every second or so. You'd obviously need a quest script or several to record the positioning and rotation. Then you'd need some other controlling system to lock and free the weapon, allowing for that slot in the quest script to be freed for the next recording. This is assuming that internal variables of a spell script can be read by a quest script, and stored in that quest script.

 

The problem is setting it up to work repeatedly with every situation, and trying to avoid the constant falling of equipment. This could be done, but it would require alot of time and planning. I'm fairly sure that "activate" blocks don't work on scripted spells, so you'd probably have to make 2 spells, one to lock the weapon, one to free the weapon. Naturally, you'd have to use a spell without a physical hit, as that would certainly mess up the whole process. I'd say the two main issues concerning this would be getting the quest script to record and reset the positions of the items, and then having that quest script react intelligently with when an item is picked up. Without having that intelligence worked out, a person could end up using all slot records on a single item without any way of being able to set others. How this could be done effectivly... I don't have a clue. Quest stages, factions, or any of that other stuff wouldn't work as you'd need to reassign location slots as they become available, rather than in a linear fashion. Short of creating several dummy NPCs with 5-10 factions each to control this, no other way stands out as working. Not so sure that having a few hundred variables within a script is such a good idea though.

 

On a side note. Since the scripted spell would need a "getself" function, even that part might not be possible as this doesn't work on non-persistant references (anything you can pickup).

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Heres an idea...

 

A mod that can remove the clipping of an item once you have it positioned. This should make it just float there ignoring gravity and collisions from the player. You can remove the clipping of anything in the game by targeting it while in the console and typing tcl. But that only works for that one game session.

 

You can do this to see that I mean....

 

Put a piece of armor on the ground and run over it... It will get knocked away.

Now open the console with ~ and click on the armor. Now type tcl and ~ again to leave the console.

Now run over the armor... It shouldnt move.

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Heres an idea...

 

A mod that can remove the clipping of an item once you have it positioned. This should make it just float there ignoring gravity and collisions from the player. You can remove the clipping of anything in the game by targeting it while in the console and typing tcl. But that only works for that one game session.

 

You can do this to see that I mean....

 

Put a piece of armor on the ground and run over it... It will get knocked away.

Now open the console with ~ and click on the armor. Now type tcl and ~ again to leave the console.

Now run over the armor... It shouldnt move.

 

Would be one way, but this can't be scripted with, so you'd have to do it manually through the console.

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So there is no way to turn the clipping off on an item permanantly?

 

For the time it would take to do it everytime you entered your house it would be easy to make a mod where you just made copies of all armor and weapons and made them hangable like the swords in my Hot Body Retreat. And everytime you got a piece of armor or a weapon you wanted to display, you would just add it to the cell in the construction kit. But that doesnt help the players that cant even do that much in the modding aerna.

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